FINAL FANTASY XIV GUIDE: how to choose your character at first

EmmaStone

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In games like Final Fantasy XIV, a large part of the interest of A Realm Reborn comes indeed from the freedom given to the player to set up several classes with the same character. Since you only need to change weapons to change classes, you can suddenly drop your level 42 archer to start a level 1 pugilist, for example. Of course, your stats take a hit and you have to climb this new class pretty much as you did the first (with a significant experience bonus, however). It's long, sometimes tedious, but it allows you to unlock skills that will be usable even when you play another class, allowing you to make the character of your choice.

FINAL FANTASY XIV GUIDE: how to choose your character at first

FINAL FANTASY XIV GUIDE: how to choose your character at first
Certainly, you are limited and cannot have all the skills of all the classes at once, but by making the most appropriate choices, your character becomes more effective in combat. This system develops thus when one has reached level 30 in a class and level 15 in a secondary class, allowing, via quests, to discover a job.For example, a player who is level 30 arcane and level 15 occultist can unlock the summoner job and its five additional skills. In all, these are 9 jobs available to you at the moment and undoubtedly others to come via updates. Obviously, it is with these tweaks that A Realm Reborn really takes off, which is felt in particular via a sudden rise in difficulty of the dungeons, Primordials and other quests and guild operations, but also thanks to a more powerful narration which flirts with the epic aspect of solo RPGs with a final in apotheosis once level 50 (the current maximum) reached.

Your adventurer can change classes at will .Casually, not all activities require you to butcher wild jackals or banish ancestral demons. The disciplines of the earth and the hand are full of additional trades which can also be mounted level 50. If the harvesting trades, three in number, are used to recover materials, the craft trades often use said materials to make objects.These different activities require adapted stuff offering special bonuses, but also skills unlocked through experience. True knowledge quickly becomes necessary to be effective and it is not enough to click a button to produce or harvest. For example, the fisherman will have to find the right spots to find the best fish. It works somewhat similarly for crafts, bringing together trades in which we often try to produce the highest quality equipment possible without destroying the components. There too, skills allow you to move forward in your office, knowing that better quality offers better rewards but generates more risks during creation. Even if the system is undoubtedly repetitive
 
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